Wayfarer's Highway
(Travel Sphere)
School evocation; Level vicar 20; Sphere travel
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CASTING
Casting Time 1 minute
Components V, S, DF
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EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect 100 ft. x 100 ft. square of force; you plus one or more creatures touched (see text)
Duration 1 day (D)
Saving Throw none; Spell Resistance yes
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DESCRIPTION
You increase your stamina and endurance and that of your allies, and can travel great distances with little effort. First, you create a shimmering plane of force that functions as a magical conveyance for you and as many allies you can fit on the square. The square flies at a height of 1 ft. to 100 ft. above the ground (you set the height), and moves at a speed of 250 ft. per round over all terrains. You can direct the plane as you desire, or if you have a specific destination in your mind, it takes the shortest route possible and automatically travels over or around obstacles such as buildings and large creatures in its path. Travelers are protected from any adverse effects of the elements (ice, rain, gales, etc.). The highway can hover in place, but only at a height of 1 foot above the ground. When the spell expires or the destination is reached, the highway gently lowers you and any travelers to the ground, and dissipates. You can order the highway to drop off creatures and collect others at intermediate destinations, although you must remain on the highway or it will disappear.
In addition, you and a number of allies equal to your Wisdom modifier gain the following benefits for the duration of the spell, even if the highway has disappeared.
The targets’ capacity to travel improves. Their base land speed increases by 40 feet. This adjustment is treated as an enhancement bonus. If targets have any other modes of movement, such as burrow, climb, fly, or swim, they increase by 20 feet. As with any effect that increases speed, this spell affects the targets’ jumping distance (see the Acrobatics skill). They also gain Diehard, Endurance, and Run as bonus feats until the end of the spell.
The targets do not require any sleep, but must spend 8 hours in meditation instead. While meditating, they can keep watch on their surroundings, but suffer a –2 penalty on any surprise checks. If they choose to sleep, they need only 2 hours of sleep per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day.
The targets require no food or drink, and are effectively immune to exposure, dehydration, and the effects of extreme heat or cold temperatures. However, lightning, floods, tornadoes, earthquakes, and other such natural hazards are still dangerous.